U.S. patent application number 11/859194 was filed with the patent office on 2009-03-26 for comprehensive single page view of user's gaming achievements.
This patent application is currently assigned to MICROSOFT CORPORATION. Invention is credited to Brian Ostergren, Trisha Eileen Stouffer.
Application Number | 20090082101 11/859194 |
Document ID | / |
Family ID | 40472252 |
Filed Date | 2009-03-26 |
United States Patent
Application |
20090082101 |
Kind Code |
A1 |
Ostergren; Brian ; et
al. |
March 26, 2009 |
COMPREHENSIVE SINGLE PAGE VIEW OF USER'S GAMING ACHIEVEMENTS
Abstract
A method is disclosed for providing comprehensive information of
all game achievements on a single GUI of a gaming and media system.
The achievements GUI lists all game achievements, whether locked or
unlocked, and may visually differentiate between locked and
unlocked achievements. Upon a user selecting a listed achievement,
information relating to that achievement may be displayed on the
same GUI, in an achievement descriptor area beside the area listing
the achievements.
Inventors: |
Ostergren; Brian; (Redmond,
WA) ; Stouffer; Trisha Eileen; (Woodinville,
WA) |
Correspondence
Address: |
VIERRA MAGEN/MICROSOFT CORPORATION
575 MARKET STREET, SUITE 2500
SAN FRANCISCO
CA
94105
US
|
Assignee: |
MICROSOFT CORPORATION
Redmond
WA
|
Family ID: |
40472252 |
Appl. No.: |
11/859194 |
Filed: |
September 21, 2007 |
Current U.S.
Class: |
463/31 ; 463/42;
463/43; 700/91 |
Current CPC
Class: |
A63F 13/95 20140902;
A63F 13/79 20140902; A63F 2300/308 20130101; A63F 13/10 20130101;
A63F 2300/609 20130101; A63F 13/537 20140902; A63F 13/70
20140901 |
Class at
Publication: |
463/31 ; 463/42;
463/43; 700/91 |
International
Class: |
A63F 13/00 20060101
A63F013/00; G06F 19/00 20060101 G06F019/00 |
Claims
1. In a gaming and media system having a user interface including a
display and a user interface selection device, a method of
providing information relating to achievements within a game
application program, the method comprising the steps of: (a)
displaying a graphical user interface on the display, a first
portion of the graphical user interface displaying each achievement
possible in the game application program; (b) receiving an
indication, via the user interface selection device, of a
particular achievement displayed on the graphical user interface in
said step (a); and (c) displaying, on a second portion of the
graphical user interface, a description of the particular
achievement indicated in said step (b).
2. A method as recited in claim 1, further comprising the step of
providing an indication of which achievements displayed in said
step (a) have been accomplished.
3. A method as recited in claim 2, wherein said indication
comprises displaying achievements which have not been accomplished
with a degree of transparency, and displaying achievements which
have been accomplished opaquely.
4. A method as recited in claim 2, said step (c) further comprising
displaying a first description if the indicated achievement has
been accomplished and displaying a second description, different
than the first description, if the indicated achievement has not
been accomplished.
5. A method as recited in claim 1, further comprising the step of
displaying, on a second portion of the graphical user interface, at
least one of the score, status and name of the particular
achievement indicated in said step (b).
6. A method as recited in claim 1, wherein said step (b) of
receiving an indication of a particular achievement comprises the
step of placing focus on a particular achievement with the user
interface selection device.
7. A method as recited in claim 1, wherein the display of each
achievement possible in the game application program is dynamically
expandable.
8. A method as recited in claim 1, further comprising the step of
downloading the game application program into the gaming and media
system over a network connection.
9. A method as recited in claim 1, further comprising the step of
loading the game application program into the gaming and media
system from a portable memory media.
10. A method as recited in claim 1, further comprising a gaming
mode where a user may play the game presented by the game
application program, wherein the user may switch between the gaming
mode and the performance of said step (a) of displaying each
achievement possible in the game application program by a single
interaction with the user interface selection device.
11. A method of providing information relating to achievements
within a game application program, the method comprising the steps
of: (a) launching the game application program on a gaming and
media system; (b) caching data relating to which achievements from
the game application program have been accomplished, said step (b)
of data caching performed prior to any display of achievements
after launching the game in said step (a); (c) displaying on a
single graphical screen of a display each achievement possible in
the game application program; (d) receiving an indication of a
particular achievement displayed on the graphical user interface in
said step (a); and (e) displaying, on the single graphical screen
of the display, at least one of: i. a description of the particular
achievement indicated in said step (d); ii. the score associated
with the particular achievement indicated in said step (d); and
iii. the status of the particular achievement indicated in said
step (d).
12. A method of claim 11, further comprising repeating steps (d)
and (e) for other achievements displayed in said step (c).
13. A method of claim 11, wherein said step (c) of displaying each
achievement possible in the game application program comprises the
step of displaying an icon representing each achievement possible
in the game application program.
14. A method as recited in claim 11, further comprising the step of
providing an indication of which achievements displayed in said
step (c) have been accomplished.
15. A method as recited in claim 14, wherein said indication
comprises displaying achievements which have not been accomplished
with a degree of transparency, and displaying achievements which
have been accomplished opaquely.
16. A method as recited in claim 14, said step (e) further
comprising displaying a first description if the indicated
achievement has been accomplished and displaying a second
description, different than the first description, if the indicated
achievement has not been accomplished.
17. A computer-readable medium having computer-executable
instructions for programming a processor on a gaming and media
system to perform a method of providing information relating to
achievements within a game application program, the method
comprising the steps of: (a) launching the game application program
on a gaming and media system; (b) caching data relating to which
achievements from the game application program have been
accomplished, said step (b) of data caching performed prior to any
display of achievements after launching the game in said step (a);
(c) displaying on a single graphical screen of a display each
achievement possible in the game application program, said step (c)
comprising the step of visually differentiating between a first
group of achievements which have not been accomplished and a second
group of achievements which have been accomplished; (d) receiving
an indication of a particular achievement displayed on the
graphical user interface in said step (a); and (e) displaying, on
the single graphical screen of the display, a description of the
particular achievement indicated in said step (d), said step (e)
comprising the step of displaying a first description for a
particular achievement before it has been accomplished and
displaying a second description for a particular achievement,
different than the first description, after it has been
accomplished.
18. A computer-readable medium as recited in claim 17, wherein said
step of visually differentiating between the first and second
groups comprises displaying achievements in the first group with a
degree of transparency, and displaying achievements in the second
group opaquely.
19. A computer-readable medium as recited in claim 17, further
comprising the step of displaying, on the single graphical screen
of the display, at least one of the score, status and name of the
particular achievement indicated in said step (d).
20. A computer-readable medium as recited in claim 17, further
comprising a gaming mode where a user may play the game presented
by the game application program, wherein the user may switch
between the gaming mode and the performance of said step (c) of
displaying each achievement possible in the game application
program by a single interaction with a user interface selection
device.
Description
BACKGROUND
[0001] Gaming systems have evolved from those which provided an
isolated gaming experience to networked systems providing a rich,
interactive experience which may be shared in real time between
friends and other gamers. With Microsoft's Xbox.RTM. video game
system and Xbox Live.RTM. online game service, users can now easily
communicate with each other while playing to share the gaming
experience. Moreover, when not playing in tandem, current gaming
systems allow friends to track others' gaming experiences and
accomplishments.
[0002] One way in which users track their and their friends'
progress through different games is through the concept of game
scores and achievements. As gamers progress through a game and
complete game-specific challenges, such as getting to a new level
or amassing a specified number of wins against other players, the
Xbox Live service keeps track of these achievements for Xbox Live
service subscribers. Where once a gamer's achievements were only
seen by him or her, gamers are now able to see the current progress
and achievements of others, either while logged on to the Xbox Live
service via an Xbox game console or online. Thus, achievements have
become a highly visible measure associated with users, and the
keeping and posting of achievement data has evolved into a strong
selling point for the Xbox platform and games. Friends and users
now compete with each other for the most achievements and new
achievements.
[0003] Another innovation in current gaming systems is the ability
to quickly and easily download games. For example, Microsoft
introduced a gaming disc known as Microsoft Arcade which is able to
connect to a server through the Internet when the gaming console is
connected to the Internet. From the server site, the Arcade gaming
disc is able to enumerate full version games which are available
for download to the user's hard disc drive on the XBox console. In
the past, when a user learned of a game through a friend or
otherwise, the user either had to go to a store to purchase the
game media, or have the media delivered after an online purchase.
With the passage of time and difficulty involved in the purchase,
users often lost interest and did not follow through with the
purchase. However, platforms such as Microsoft Arcade allow users
to obtain games as soon as they learn about them.
[0004] While achievement scores have increased interest and sales
in gaming platforms, conventional systems have no easy way of
providing a comprehensive view of a user's achievements for a
particular game. In conventional gaming systems, a user may access
achievements through a system graphical user interface (GUI), which
then provides a menu system allowing a user to drill down into
particular achievements. However, there is no single screen
providing a comprehensive view of a user's achievements. A user may
access individual achievements, and even when accessing a
particular achievement, a user still is required to drill down into
successive additional screens to find out all information regarding
that achievement. As such, there is room for an improved system
which provides a user a comprehensive view of all of the
achievement data for a game in a single, easy to use and efficient
GUI.
SUMMARY
[0005] Embodiments of the present system relate to a method of
providing comprehensive information of all game achievements on a
single GUI of a gaming and media system. During a game, a user may
access an achievements GUI which displays icons for each of the
achievements possible within the game. It may be that the user has
accomplished some of the achievements in the game and not others.
The achievements GUI lists all game achievements, and may visually
differentiate achievements which have been accomplished (i.e.,
unlocked), from those which have not yet been accomplished. In
embodiments, the locked achievements may be displayed with a degree
of transparency, while the unlocked achievements may be displayed
opaquely.
[0006] A user may select a particular achievement, locked or
unlocked, by placing focus on the achievement via the game
controller. Once a user selects an achievement, information
relating to that achievement may be displayed on the same GUI, in
an achievement descriptor area beside the area listing the
achievements. The information displayed within the descriptor area
may include a name of the achievement, a score associated with
unlocking the achievement, a status of the achievement as either
locked or unlocked and a description of the achievement. The
description may vary depending on whether the achievement is locked
or unlocked.
[0007] Thus, according to the present system, a user may see all
achievements and receive a description of all achievements on a
single, comprehensive screen. Additionally, a user is provided
information about all achievements, even those which have not yet
been unlocked. A user may also quickly and easily discern on the
achievements GUI which achievements have been accomplished and
which remain to be accomplished.
[0008] This Summary is provided to introduce a selection of
concepts in a simplified form that are further described below in
the Detailed Description. This Summary is not intended to identify
key features or essential features of the claimed subject matter,
nor is it intended to be used as an aid in determining the scope of
the claimed subject matter. The claimed subject matter is not
limited to implementations that solve any or all disadvantages
noted in the Background.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] FIG. 1 is an isometric view of an exemplary gaming and media
system.
[0010] FIG. 2 is an exemplary functional block diagram of
components of the gaming and media system shown in FIG. 1.
[0011] FIG. 3 is a block diagram of an exemplary operating
environment for rendering achievement information.
[0012] FIG. 4 is a flow diagram of a method for rendering
achievement information.
[0013] FIG. 5 is an exemplary user interface for providing
achievement information.
[0014] FIG. 6 is an exemplary user interface for providing
achievement information for an unlocked achievement.
[0015] FIG. 7 is an exemplary user interface for providing
achievement information for a locked achievement.
DETAILED DESCRIPTION
[0016] FIG. 1 shows an exemplary gaming and media system 100. The
following discussion of FIG. 1 is intended to provide a brief,
general description of a suitable environment in which concepts
presented herein may be implemented. As shown in FIG. 1, gaming and
media system 100 includes a game and media console (hereinafter
"console") 102. In general, console 102 is one type of computing
system, as will be further described below. Console 102 is
configured to accommodate one or more wireless controllers, as
represented by controllers 104(1) and 104(2). Console 102 is
equipped with an internal hard disk drive (not shown) and a
portable media drive 106 that support various forms of portable
storage media, as represented by optical storage disc 108. Examples
of suitable portable storage media include DVD, CD-ROM, game discs,
and so forth. Console 102 also includes two memory unit card
receptacles 125(1) and 125(2), for receiving removable flash-type
memory units 140. A command button 135 on console 102 enables and
disables wireless peripheral support.
[0017] As depicted in FIG. 1, console 102 also includes an optical
port 130 for communicating wirelessly with one or more devices and
two USB (Universal Serial Bus) ports 110(1) and 110(2) to support a
wired connection for additional controllers, or other peripherals.
In some implementations, the number and arrangement of additional
ports may be modified. A power button 112 and an eject button 114
are also positioned on the front face of game console 102. Power
button 112 is selected to apply power to the game console, and can
also provide access to other features and controls, and eject
button 114 alternately opens and closes the tray of a portable
media drive 106 to enable insertion and extraction of a storage
disc 108.
[0018] Console 102 connects to a television or other display (such
as monitor 150) via A/V interfacing cables 120. In one
implementation, console 102 is equipped with a dedicated A/V port
(not shown) configured for content-secured digital communication
using A/V cables 120 (e.g., A/V cables suitable for coupling to a
High Definition Multimedia Interface "HDMI" port on a high
definition monitor 150 or other display device). A power cable 122
provides power to the game console. Console 102 may be further
configured with broadband capabilities, as represented by a cable
or modem connector 124 to facilitate access to a network, such as
the Internet. The broadband capabilities can also be provided
wirelessly, through a broadband network such as a wireless fidelity
(Wi-Fi) network.
[0019] Each controller 104 is coupled to console 102 via a wired or
wireless interface. In the illustrated implementation, the
controllers 104 are USB-compatible and are coupled to console 102
via a wireless or USB port 110. Console 102 may be equipped with
any of a wide variety of user interaction mechanisms. In an example
illustrated in FIG. 1, each controller 104 is equipped with two
thumbsticks 132(1) and 132(2), a D-pad 134, buttons 136, and two
triggers 138. These controllers are merely representative, and
other known gaming controllers may be substituted for, or added to,
those shown in FIG. 1.
[0020] In one implementation, a memory unit (MU) 140 may also be
inserted into controller 104 to provide additional and portable
storage. Portable MUs enable users to store game parameters for use
when playing on other consoles. In this implementation, each
controller is configured to accommodate two MUs 140, although more
or less than two MUs may also be employed.
[0021] Gaming and media system 100 is generally configured for
playing games stored on a memory medium, as well as for downloading
and playing games, and reproducing pre-recorded music and videos,
from both electronic and hard media sources. With the different
storage offerings, titles can be played from the hard disk drive,
from an optical disk media (e.g., 108), from an online source, or
from MU 140. A sample of the types of media that gaming and media
system 100 is capable of playing include: [0022] Game titles played
from CD and DVD discs, from the hard disk drive, or from an online
source. [0023] Digital music played from a CD in portable media
drive 106, from a file on the hard disk drive (e.g., music in the
Windows Media Audio (WMA) format), or from online streaming
sources. [0024] Digital audio/video played from a DVD disc in
portable media drive 106, from a file on the hard disk drive (e.g.,
Active Streaming Format), or from online streaming sources.
[0025] During operation, console 102 is configured to receive input
from controllers 104 and display information on display 150. For
example, console 102 can display a user interface on display 150 to
allow a user to select a game using controller 104 and display
achievement information as discussed below.
[0026] FIG. 2 is a functional block diagram of gaming and media
system 100 and shows functional components of gaming and media
system 100 in more detail. Console 102 has a central processing
unit (CPU) 200, and a memory controller 202 that facilitates
processor access to various types of memory, including a flash Read
Only Memory (ROM) 204, a Random Access Memory (RAM) 206, a hard
disk drive 208, and portable media drive 106. In one
implementation, CPU 200 includes a level 1 cache 210 and a level 2
cache 212, to temporarily store data and hence reduce the number of
memory access cycles made to the hard drive 208, thereby improving
processing speed and throughput.
[0027] CPU 200, memory controller 202, and various memory devices
are interconnected via one or more buses (not shown). The details
of the bus that is used in this implementation are not particularly
relevant to understanding the subject matter of interest being
discussed herein. However, it will be understood that such a bus
might include one or more of serial and parallel buses, a memory
bus, a peripheral bus, and a processor or local bus, using any of a
variety of bus architectures. By way of example, such architectures
can include an Industry Standard Architecture (ISA) bus, a Micro
Channel Architecture (MCA) bus, an Enhanced ISA (EISA) bus, a Video
Electronics Standards Association (VESA) local bus, and a
Peripheral Component Interconnects (PCI) bus also known as a
Mezzanine bus.
[0028] In one implementation, CPU 200, memory controller 202, ROM
204, and RAM 206 are integrated onto a common module 214. In this
implementation, ROM 204 is configured as a flash ROM that is
connected to memory controller 202 via a PCI bus and a ROM bus
(neither of which are shown). RAM 206 is configured as multiple
Double Data Rate Synchronous Dynamic RAM (DDR SDRAM) modules that
are independently controlled by memory controller 202 via separate
buses (not shown). Hard disk drive 208 and portable media drive 106
are shown connected to the memory controller 202 via the PCI bus
and an AT Attachment (ATA) bus 216. However, in other
implementations, dedicated data bus structures of different types
can also be applied in the alternative.
[0029] A three-dimensional graphics processing unit 220 and a video
encoder 222 form a video processing pipeline for high speed and
high resolution (e.g., High Definition) graphics processing. Data
are carried from graphics processing unit 220 to video encoder 222
via a digital video bus (not shown). An audio processing unit 224
and an audio codec (coder/decoder) 226 form a corresponding audio
processing pipeline for multi-channel audio processing of various
digital audio formats. Audio data are carried between audio
processing unit 224 and audio codec 226 via a communication link
(not shown). The video and audio processing pipelines output data
to an A/V (audio/video) port 228 for transmission to a television
or other display. In the illustrated implementation, video and
audio processing components 220-228 are mounted on module 214.
[0030] FIG. 2 shows module 214 including a USB host controller 230
and a network interface 232. USB host controller 230 is shown in
communication with CPU 200 and memory controller 202 via a bus
(e.g., PCI bus) and serves as host for peripheral controllers
104(1)-104(4). Network interface 232 provides access to a network
(e.g., Internet, home network, etc.) and may be any of a wide
variety of various wire or wireless interface components including
an Ethernet card, a modem, a wireless access card, a Bluetooth
module, a cable modem, and the like.
[0031] In the implementation depicted in FIG. 2, console 102
includes a controller support subassembly 240 for supporting four
controllers 104(1)-104(4). The controller support subassembly 240
includes any hardware and software components needed to support
wired and wireless operation with an external control device, such
as for example, a media and game controller. A front panel I/O
subassembly 242 supports the multiple functionalities of power
button 112, the eject button 114, as well as any LEDs (light
emitting diodes) or other indicators exposed on the outer surface
of console 102. Subassemblies 240 and 242 are in communication with
module 214 via one or more cable assemblies 244. In other
implementations, console 102 can include additional controller
subassemblies. The illustrated implementation also shows an optical
I/O interface 235 that is configured to send and receive signals
that can be communicated to module 214.
[0032] MUs 140(1) and 140(2) are illustrated as being connectable
to MU ports "A" 130(1) and "B" 130(2) respectively. Additional MUs
(e.g., MUs 140(3)-140(6)) are illustrated as being connectable to
controllers 104(1) and 104(3), i.e., two MUs for each controller.
Controllers 104(2) and 104(4) can also be configured to receive MUs
(not shown). Each MU 140 offers additional storage on which games,
game parameters, and other data may be stored. In some
implementations, the other data can include any of a digital game
component, an executable gaming application, an instruction set for
expanding a gaming application, and a media file. When inserted
into console 102 or a controller, MU 140 can be accessed by memory
controller 202.
[0033] A system power supply module 250 provides power to the
components of gaming system 100. A fan 252 cools the circuitry
within console 102.
[0034] An application 260 comprising machine instructions is stored
on hard disk drive 208. When console 102 is powered on, various
portions of application 260 are loaded into RAM 206, and/or caches
210 and 212, for execution on CPU 200, wherein application 260 is
one such example. Various applications can be stored on hard disk
drive 208 for execution on CPU 200.
[0035] Gaming and media system 100 may be operated as a standalone
system by simply connecting the system to monitor 150 (FIG. 1), a
television, a video projector, or other display device. In this
standalone mode, gaming and media system 100 enables one or more
players to play games, or enjoy digital media, e.g., by watching
movies, or listening to music. However, with the integration of
broadband connectivity made available through network interface
232, gaming and media system 100 may further be operated as a
participant in a larger network gaming community, as discussed
below in connection with FIG. 3.
[0036] FIG. 3 provides a block diagram of multiple consoles
300A-300N networked with a console service 302 having one or more
servers 304 through a network 306. In one embodiment, network 306
comprises the Internet, though other networks such as LAN or WAN
are contemplated. Server(s) 304 include a communication component
capable of receiving information from and transmitting information
to consoles 300A-N and provide a collection of services that
applications running on consoles 300A-N may invoke and utilize.
[0037] For example, consoles 300A-N may invoke user login service
308, which is used to authenticate a user on consoles 300A-N.
During login, login service 308 obtains a gamer tag (a unique
identifier associated with the user) and a password from the user
as well as a console identifier that uniquely identifies the
console that the user is using and a network path to the console.
The gamer tag and password are authenticated by comparing them to
user records 310 in a database 312, which may be located on the
same server as user login service 308 or may be distributed on a
different server or a collection of different servers. Once
authenticated, user login service 308 stores the console identifier
and the network path in user records 310 so that messages and
information may be sent to the console.
[0038] User records 310 can include additional information about
the user such as game records 314 and friends list 316. Game
records 314 include information for a user identified by a gamer
tag and can include statistics for a particular game, achievements
acquired for a particular game and/or other game specific
information as desired.
[0039] Friends list 316 includes an indication of friends of a user
that are also connected to or otherwise have user account records
with console service 302. Friends list 316 can be used to create a
sense of community of users of console service 302. Users can
select other users to be added to their friends list and view
information about their friends such as game performance, current
online status, friends list, etc. Friends list 316 can be used to
assemble and display achievement information to a user as explained
below such that the user can compare the user's score and
achievements with those of other users on friends list 316.
[0040] User records 310 also include additional information about
the user including games that have been downloaded by the user and
licensing packages that have been issued for those downloaded
games, including the permissions associated with each licensing
package. Portions of user records 310 can be stored on an
individual console, in database 312 or on both. If an individual
console retains game records 314 and/or friends list 316, this
information can be provided to console service 302 through network
306. Additionally, the console has the ability to display
information associated with game records 314 and/or friends list
316 without having a connection to console service 302.
[0041] Server(s) 304 also include message service 320 which permits
one console, such as console 300A, to send a message to another
console, such as console 300B. Such messages can include text
messages, voice messages, and specialized in text messages known as
invites, in which a user playing the game on one console invites a
user on another console to play in the same game while using
network 306 to pass gaming data between the two consoles so that
the two users are playing from the same session of the game.
Friends list 316 can also be used in conjunction with message
service 320.
[0042] FIG. 4 is a flow diagram of a method 400 for displaying
achievement information associated with a user's game on a single,
easy to access and easy to use user interface. At step 402, a user
provides the operating system of the game console an indication of
a game to be played. In one example, this selection can be made by
a user by operating controller 104 through a graphical user
interface displayed on monitor 150 of FIG. 1. When a highlighted
portion of the user interface indicates a particular game, that
game can be identified as being selected. Thus, a user of the
console can select from a list of games on a user interface instead
of inserting a disk or other memory device into the console for
game selection.
[0043] Once a game is selected, in addition to launching the game,
service database 312, discussed above with respect to FIG. 3, is
accessed. Once the user is authenticated via user account records
310, the user's game records 314, including in particular all
achievements accomplished by the user for that game, are cached in
step 404, for example within RAM 206 within the game console 102.
Alternatively or additionally, achievement information may be
pulled from local memory (permanent or portable) of the user's game
console 102.
[0044] The caching of all achievement information is an improvement
over prior art gaming systems with respect to the treatment of
achievements. Given the way achievements were handled and organized
in prior art systems, a particular achievement was only downloaded
from service 302 when information regarding that particular
achievement was accessed by a user. This often resulted in delays,
especially on systems making use of slower network connections to
console service 302.
[0045] In step 406, a user could then opt to view their
achievements for the game they are playing. Those of skill in the
art will appreciate a wide variety of methods for providing this
indication. In one embodiment, a border of the screen in the game
GUI may have an option for "View Achievements." The option may
alternatively be for a menu which, when selected, has an option for
"View Achievements." Alternatively, a button may be provided on
controller 104 which, when selected, takes the user to a GUI for
Viewing Achievements, or a menu which includes an option for "View
Achievements." Other possibilities are contemplated.
[0046] Once a user selects the option for View Achievements, the
user may be presented in step 410 with a GUI screen 500 as shown in
FIG. 5. The GUI 500 includes a border area 502 including the name
522 of the game, an achievement listing area 504 including an
iconic list of all achievements for the game, a descriptor area 508
for including descriptions of selected achievements, and a
navigation area 510 including navigation buttons. In the example of
FIG. 5, the arcade game displayed is "Soltrio Solitaire," and the
achievements displayed on GUI 500 would therefore be tailored to
that game. It is understood that each different game being played
may have different achievements and descriptions which would be
displayed on GUI 500 when GUI 500 was accessed during the game.
[0047] Achievement listing area 504 lists all of the achievements
available for the current player game. When a user accesses the
achievement GUI 500, the game application program retrieves all of
the achievement information from memory, including the icons which
represent the respective achievements and the accompanying
descriptions for each achievement. This achievement information is
created by the game developer. The icons 512 representing each
retrieved achievement is displayed in achievement listing area 504
in step 410. In prior systems, a user needed to drill down through
several different menu items and different display screens in order
to retrieve and display all achievements for a game. The present
system addresses this shortcoming by providing a single,
comprehensive view in GUI 500 showing all of the achievements
existing for a given game.
[0048] As seen in FIG. 5, some of the icons 512 are displayed with
a degree of transparency (icons 512a), while others are displayed
solidly or opaquely (icons 512b). The icons 512a having a degree of
transparency are those achievements which remain locked, i.e., the
user has not yet accomplished these achievements. The solid icons
512b are those achievements which the user has unlocked and
completed. As explained below, the descriptions for a given icon
512 will differ depending on whether the user has accomplished an
achievement or not.
[0049] Referring now to step 412, a user may place focus on an icon
512 for example by using controller 104 of FIG. 1 in order to
select it. As shown in FIG. 6, if a user places focus on a
particular icon 512, then that icon may be highlighted, and the
achievement and descriptive information for that achievement may be
displayed in the descriptor area 508 of GUI 500. As indicated
above, the description of an achievement will vary depending on
whether a user has accomplished, or unlocked, an achievement. The
data as to which achievements have been unlocked by a user were
downloaded to cache in step 404. Accordingly, the game application
program checks in step 418 whether the achievement for a selected
icon is locked or unlocked. If an achievement has been unlocked,
then the achievement and appropriate description for the unlocked
achievement are provided in step 420 in descriptor area 508.
[0050] For example, as shown in FIG. 6, a user has selected the
achievement called "Minute Man," by placing focus on the icon for
that achievement. The descriptor area 508 includes the name 524 of
the achievement, a picture (icon) 526 of the achievement, the
points 528 (referred to as "gamerpoints" in embodiments) gained
from unlocking the achievement and also a status 530 of the
achievement as being either "locked" or "unlocked." As the user has
accomplished the selected achievement in FIG. 6, the status of
"unlocked" is provided. The descriptor area 508 further includes a
description 532 of the achievement. In the embodiment shown in FIG.
6, the description included is, "You have unlocked this Achievement
by winning at Klondike within one minute." However, it is
understood that this description may vary in length and content, in
general describing what the user has achieved with the achievement.
In embodiments, the description preferably fits within the window
provided for the descriptor area 508. However, it is contemplated
that the size of the description may exceed the boundaries of the
descriptor area, and graphical scroll bars may be provided.
[0051] If the user places focus on an icon for an achievement that
has not yet been accomplished, then the achievement and appropriate
description for the locked achievement are provided in step 422 in
descriptor area 508. For example, as shown in FIG. 7, a user has
selected the achievement called "Solitaire Voyager," by placing
focus on the icon for that achievement. The descriptor area 508
includes the name of the achievement, a picture (icon) of the
achievement, the points to be gained from unlocking the achievement
and also a status of the achievement as being either "locked" or
"unlocked." As the user has not yet accomplished the selected
achievement, the status of "locked" is provided, and the descriptor
area 508 includes a description of what must be done to unlock the
achievement. In the embodiment shown, the description included is,
"Finish traveling all around in the Voyager mode." However, it is
understood that this description may vary in length and content, in
general providing a hint or describing what the user must do to
unlock the achievement. In embodiments, the description preferably
fits within the window provided for the descriptor area 508.
However, it is contemplated that the size of the description may
exceed the boundaries of the descriptor area, and graphical scroll
bars be provided.
[0052] Thus, according to the present system, a user may see all
achievements and receive a description of all achievements on a
single, comprehensive screen. Such a user interface is not found in
the prior art. Additionally, a user is provided information about
all achievements, even those which have not yet been accomplished.
A user may also quickly and easily discern from GUI 500 which
achievements have been accomplished and which remain to be
accomplished. Each of these features is again an improvement over
prior art systems, which only showed achievements which have been
accomplished.
[0053] A further advantage of GUI 500 is that it may be dynamically
expandable. That is, as more achievements become available in a
game, they may be added to GUI 500, along with an associated
description.
[0054] Referring again to the flowchart of FIG. 4, at any time
during the display of GUI 500, such as for example before a
particular icon is selected, or after an icon is selected and the
associated information displayed, a user may opt in step 414 to
leave the achievements GUI 500 and return to playing the game in
step 426. Those of skill in the art will appreciate a wide variety
of schemes for closing GUI 500 and returning to the game, including
for example a back button 534 in navigation area 510.
Alternatively, a user may simply select a graphical tab on the GUI
500 which returns the user to the game playing mode.
[0055] The foregoing detailed description of the inventive system
has been presented for purposes of illustration and description. It
is not intended to be exhaustive or to limit the inventive system
to the precise form disclosed. Many modifications and variations
are possible in light of the above teaching. The described
embodiments were chosen in order to best explain the principles of
the inventive system and its practical application to thereby
enable others skilled in the art to best utilize the inventive
system in various embodiments and with various modifications as are
suited to the particular use contemplated. It is intended that the
scope of the inventive system be defined by the claims appended
hereto.
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